Coaster Smoothness

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More accurately, they know about the problem but cannot promise anything because anything they may or may not be working on isn't complete and ready for launch. Frontier tend to play their cards close to their chest until they are good and ready to announce something rather than risk overpromising and underdelivering.

That didn't work out too well for the firework sequencer. They gave a preview just before release and instantly people were questioning why it wasn't a timeline based deal. If they were more open to show and discuss future plans and get ideas and feedback from the community then the sequencer may not have been such a disaster. Instead they hid it from us until the last minute hoping everyone would be amazed only to find that the feature was horrible and no fun to use.

The same goes for dueling coasters, we asked for them for ever, but they copped out and just gave us coaster chains instead. They didn't give us multiple stations like people expected.

At the moment I feel that Planet coaster is like the latest "Sim City" game, hopefully some developer somewhere will pull out a "Cities Skylines" style competitor for Planet Coaster soon.

If the devs can't pull off smooth coasters or multiple stations then I'm sure somebody out there could if modding was allowed.
 
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you can not be serious........

Well, PlanCo has been compared to actually be the Cities Skylines of theme park games, with the RCT Franchise playing the role of SimCity, or course.
Unfortunately both games have something else in common: They look like the ultimate fan-service at first, ticking all the boxes that the reigning leader in the genre failed to deliver in its latest release. However, when digging a bit deeper both PlanCo and Skylines are actually disturbingly shallow and quite flawed.
 
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What do you mean exactly by that? It doesn't matter how 'good' you are at this game, it will always be time consuming. And it being time consuming isn't really the problem. It's that it is caused by unresponsive buggy and sometimes just outright not working tools.

may an example is helpful :

if you aren't a builder wizard but still gain acceptable results fitting your own taste you may try to make your works "special" with other aspects - for example triggered events.

the entire handling (UI) to define triggered events is (still) hardcore work, even with the finally available option to copy events inside the sequencer, because the lack of a good time control. i was so happy when the sequencer was announced (cause usually a sequencer is exactly that what you need to control the interplay and its timing). but the presented tool is just a sloppy approach to have something similar, it's rather a "we had to make something because of fireworks" than something what a "display sequencer" should offer towards the question of usability.



(...) It's personal opinions all over

yes for sure it's all personal opinion. but that is also a thought-terminating cliché, isn't it? [mouth shut]

because of that, i've tried to pair up some parts of the "pros" and "cons", of the "what we have" and "what it could have been". trying to show both ends. trying to explain why some are happy and some are not. trying to be not blind on the other eye instead of (visually) criticising those who dare to criticise the "cons" or vice versa.


I never ever get frustrated because:

you can smooth, but you can't have it perfectly smooth.

Yes, I want smooth coasters, I can make them but I think the system could provide a better smoothness then me endlessly struggling, but I don't get annoyed when the end result is what I want.

may i should define "frustration". it's not that i dislike the game because of it, or that i stop play when it happens. it's rather this too often appearing thought "dmn, this could be easier" combined with the knowledge "just one or two options to this feature would do it".


you have a flexible pathing tool, but it has unnecessary glitches.

What glitches? I can get descent paths and plaza's with them. Not too much work if you know how the tools work for you instead of you working for the tools.

my 3 main glitches with pathes are:

1) lets say you have a small hill, and on top of the hill you want to create a simple viewing platform. you create a path upwards to the desired height. Now you create your platform building and decorate the desired height with floor elements. coming back to your path and choose "select from grid" to create the path for the platform itself you may figure out that the chosen height isn't able to take gridded path elements - you need to place it a bit higher or deeper. this might be easy to workaround in this example but if you think about multi-levelled buildings including gridded pathes and stairs you may see the unneccessary conflict of "i want to do that but the tool doesn't allow it". to underline this problem: i've used shops (as separate building) to gain a starting point for a new path in the desired height. this (ungridded) path works, i can even select the grid from this path. but as soon as the tool switches to gridded mode, the offered path elements won't fit the height from the selected path anymore.

2) try to remove/add terrain directly next to a path. not possible, you have to live with a large portion of either terrain (if path was on terrain) or air (if path was "in air"). if my game settings say "terrain collision off", it should be off. everywhere.

3) have you ever tried to create a circular stairway? how often does it happen that you lose the visual for the next part of your stairway while trying to place it within a desired angle?

i am sorry but the pathing tool makes me feel i have huge troll-hands.



you have sweet animated peeps, but they don't line up properly within pathes, stairways and opposing traffic.

So they step a tiny bit out of the line, because they follow the spline of the path, how can you become frustrated about such a minor issue.

may you've noticed reports about peeps stapling onto each other like a beanstalk or walking on sunshine... sure, the peeps alone wouldn't bug me at all, it's rather the summary of all.

devs can build outside the allowed park-workspace, but we can't and have to live with eventually undesired park entrances.

We build the park entrance inside the border?

...and have to live with eventually undesired park entrances...
 
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may i should define "frustration". it's not that i dislike the game because of it, or that i stop play when it happens. it's rather this too often appearing thought "dmn, this could be easier" combined with the knowledge "just one or two options to this feature would do it".

Yes I understood what you meant with frustration, I did not read your post as being fully negative.[up]

my 3 main glitches with pathes are:

1) lets say you have a small hill, and on top of the hill you want to create a simple viewing platform. you create a path upwards to the desired height. Now you create your platform building and decorate the desired height with floor elements. coming back to your path and choose "select from grid" to create the path for the platform itself you may figure out that the chosen height isn't able to take gridded path elements - you need to place it a bit higher or deeper. this might be easy to workaround in this example but if you think about multi-levelled buildings including gridded pathes and stairs you may see the unneccessary conflict of "i want to do that but the tool doesn't allow it". to underline this problem: i've used shops (as separate building) to gain a starting point for a new path in the desired height. this (ungridded) path works, i can even select the grid from this path. but as soon as the tool switches to gridded mode, the offered path elements won't fit the height from the selected path anymore.

2) try to remove/add terrain directly next to a path. not possible, you have to live with a large portion of either terrain (if path was on terrain) or air (if path was "in air"). if my game settings say "terrain collision off", it should be off. everywhere.

3) have you ever tried to create a circular stairway? how often does it happen that you lose the visual for the next part of your stairway while trying to place it within a desired angle?

i am sorry but the pathing tool makes me feel i have huge troll-hands.

1. Yes terrain and path do not go well together. The game demands of us that we first do terrain and then after that the pathing. The fact you are looking for different options to try this out means you are being very resourceful and thinking in possibilities and not obstacles. [up]

It's not glitches like you describe, it's the way you work with it. If it wasn't as freeform as it is now, probably some people would have complained about how you can not free form the path.

2. Wouldn't call this a glitch, it's more an obstruction in the limitations like you describe.

3. Yes, I have, but I am not sure what you mean. I use angle snap so it is always the same angle.

may you've noticed reports about peeps stapling onto each other like a beanstalk or walking on sunshine... sure, the peeps alone wouldn't bug me at all, it's rather the summary of all.
I've seen the reports, but never witnessed it in my game.

...and have to live with eventually undesired park entrances...

Please clarify. You place the entrance, so you build an undesired entrance?
Or do you mean that you want the peeps to spawn at a different location?

You have some valid points, and they could use improvement, like the sequencer, the smoothing of coasters, more management features.

But if these are the things that stop other people of playing, I really wonder why?
 
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Please clarify. You place the entrance, so you build an undesired entrance?
Or do you mean that you want the peeps to spawn at a different location?

yes. spawn points and the section from spawn point into the editable area. i can reduce the editable zone by limiting my park area and design a "custom outer region" to avoid the typical square park with bad flow of flora and fauna towards the "regular outer region". but i can't even tunnel the section from spawn point towards the editable zone or change the path texture or its size. so i often find myself having an entrance which is just a compromise for that i had originally in mind.

so why not giving the opportunity to design this outer region like the devs can do and just disallow rides outside the zones - that would be a benefit for those parks you've already built (cause you can't move your entire park afterwards).

we can't have it all, that's clear, but imho with a bit good will you may agree that the option to modify the outer zone shouldn't be a hard task - especially if you know from several career scenarios that it's already possible - just not for us.

an alternative solution would be that we can control the spawn point (as placeable element).

But if these are the things that stop other people of playing, I really wonder why?

taking those downsides into account (and these are just those from my point of view), i fully understand when some guys stop playing. i rather don't understand the heat coming from a few, therefor one of my previous comments questions the expectations towards a software product. eventually you have to agree sometimes that something wasn't built explicit for you. then sadly you have to move on. but with PC there are downs which could improve without the need of changing very much. for example angle control and a better sequencer. it's all about addition of options around already existing values -> adaptions, quite similar to the easy workaround they've achieved to allow custom scenario .
 
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with PC there are downs which could improve without the need of changing very much. for example angle control and a better sequencer. it's

Of this I certainly can agree with you. The sequencer is one of the few things I really must say they did wrong. It wasn't hit or miss, it was a miss all along, that's one thing I can agree on that they should have seen that one coming.
 
may an example is helpful :

if you aren't a builder wizard but still gain acceptable results fitting your own taste you may try to make your works "special" with other aspects - for example triggered events.

the entire handling (UI) to define triggered events is (still) hardcore work, even with the finally available option to copy events inside the sequencer, because the lack of a good time control. i was so happy when the sequencer was announced (cause usually a sequencer is exactly that what you need to control the interplay and its timing). but the presented tool is just a sloppy approach to have something similar, it's rather a "we had to make something because of fireworks" than something what a "display sequencer" should offer towards the question of usability.

Ah, that makes sense. To me, it seems Frontier wants to make their game as accessible as possible. In order to do this, they make the tools very 'easy' to use. But they went too far. The tools right now are so 'easy' to use you can only use them for the most basic of actions. Because a lot of flexibility as well as more advanced options have been left out, heck, even many basic options are missing, doing anything more than the bare basics will be difficult (because the tools just arent really designed to do more 'advanced' stuff). And since the tools are so extremely basic, most people, even 'casuals' want to do more, hence lots of people complain (and rightfully so) about the lacking path system, sequencer, coasters and management.

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That didn't work out too well for the firework sequencer. They gave a preview just before release and instantly people were questioning why it wasn't a timeline based deal. If they were more open to show and discuss future plans and get ideas and feedback from the community then the sequencer may not have been such a disaster. Instead they hid it from us until the last minute hoping everyone would be amazed only to find that the feature was horrible and no fun to use.

Completely agree. Almost every new feature that has been implemented since the Beta has had major problems at release (think vanilla management, prestige, security, sequencer). If they weren't so secretive the community could have given feedback which could have drastically improved those systems prior to being released.
 
Honestly, the whole situation is sad overall. I haven’t even had the urge to touch the game in over two months due to badly implemented and executed updates with broken features. There are multiple threads on this forum that talk about how broken the coaster builder is, and these threads are MULTIPLE pages long. Look at this thread for instance! 15 pages... 15! And still no developer comment, meanwhile there are comments from threads that aren’t even a page long. So what is it frontier? Why are they so unwilling to even give us some information about what’s going on internally with the builder. Personally, if they made the coaster builder more cohesive with the features we all want, and listen to our feedback on it, I will pick the game up again. But until they fix that and the broken “new features”, I’m not even touching the game. JUST LISTEN AND RESPONT TO YOUR AUDIENCE, we want the game to be better! Why is this so difficult to grasp?

The game as a whole is incredible, but the lack of a continuous roll drives me nuts. I'm not asking for the level of control No Limits 2 has, but it makes it a lot more fustrating to create realistic transitions when not using the pre-made elements. Another thing that also bothers me is not being able to rotate a certain track piece beyond a certain amount. These two things would really unlock alot for coaster builders in the game! Even if they gave us a coster type similar to the "extended coaster" in RCT3 (for thoes of you that remember) that pretty much allows for all the coaster cars and any type of element for that track type ie full freedom.
 
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Well, they finally are going to give us the ability to change the friction which was an issue we have had for a very long time, let's hope this is also on the list.
 
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I hope we will get a proper coaster editor soon! I mean, if an amateur game developer can create one with proper rolls, curves and heartlines, in his spare time between classes, so can the developers at Frontier...............

https://www.reddit.com/r/rollercoasters/comments/6zcsw3/ive_been_working_on_yet_another_roller_coaster/

https://www.youtube.com/watch?v=THcVy3LMRBc

https://www.youtube.com/watch?v=iQsosM40g4U

looks nice and pretty easy to use! and yeah, i agree that frontier should be able to fix the smoothing pretty quickly, im no programmer but it seems like a pretty easy fix tbh
 
The difficulty is not to make a smooth coaster editor per say, but to make a smooth coaster editor that is appealing to a larger audience. B-spline, used in the videos and in NL2 are great, but really tedious to use. It has a high learning curve, and for instance you struggle to make a simple flat section...

I think the coaster editor in Planet Coaster is fine as a whole, but definitely need some fine-tunning. The continuous roll option is definitely a must, and maybe an option to adjust the lenght of a track piece according to the radius and not the other way around. Currently, lenghtening a piece changes the radius, it'd be nice to have both options.
And of course the ability for all coaster type to have the 4m minimum lenght.
 
Is it possible that this maybe a simple off-by-one error (OBOE)? Instead of starting at zero, the track builder starts at one while placing inversion/roll/other elements. Is it possible?
 
I've noticed that when I place an element (as opposed to a standard track), a long section of unwanted track is placed before my element. It's as if I placed two sections of track, when I only wanted one section. This mostly happens when I am building along, and then delete several sections, going backwards. I am not sure if I am explaining this correctly, I may need a whiteboard and several hours of powerpoint presentations.
 
I've suggested before that when inserting elements it should be treated as how the element is built out of 4m pieces.

Right now it's treated as a single piece, which will always result in on smooth, straight parts. If you place a loop and the loop is made out of 4m pieces, it's much easier to smooth it afterwards.
 
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